# FREE "AIMBOT **AI**" INTERNAL Mà 1 Số Idol Đang Dùng Nè :HEX_Cry:
Hiện tại đang safe nhó :warning~2:
```using System;
using [Link];
using [Link];
using [Link];
using [Link];
using [Link];
using [Link];
using Client;
using ImGuiNET;
using Memory;
namespace AotForms
{
internal static class AimbotVisible
{
internal static void Work()
{
while (true)
{
if (![Link]) // your config name
{
[Link](1);
continue;
}
if ([Link] == -1 || [Link] == -1 || ![Link])
{
[Link](1);
continue;
}
Entity target = FindBestTarget();
if (target != null)
{
AimAtTarget(target);
}
}
}
private static Entity FindBestTarget()
{
Entity bestTarget = null;
float closestDistance = [Link];
var screenCenter = new Vector2([Link] / 2f, [Link] / 2f);
foreach (var entity in [Link])
{
if ([Link]) continue; // Skip dead entities
if ([Link])
{
if ([Link]) continue;
}
var head2D = [Link]([Link], [Link],
[Link], [Link]);
if (head2D.X < 1 || head2D.Y < 1) continue; // Skip off-screen
entities
float playerDistance = [Link]([Link],
[Link]);
if (playerDistance > [Link]) continue; // Skip
too far entities
var crosshairDistance = [Link](screenCenter, head2D);
if (crosshairDistance < closestDistance && crosshairDistance <=
[Link])
{
closestDistance = crosshairDistance;
bestTarget = entity;
}
}
return bestTarget;
}
private static void AimAtTarget(Entity target)
{
/*
var playerLook = [Link]([Link],
[Link], [Link]);
[Link]([Link] + [Link],
playerLook);
*/
if (target == null || [Link] == 0) return;
uint m_HeadCollider;
var rHeadCollider = [Link]<uint>([Link] + 0x3b8,
out m_HeadCollider);
if (!rHeadCollider || m_HeadCollider == 0) return;
const int repeatCount = 10;
for (int i = 0; i < repeatCount; i++)
{
[Link]([Link] + 0x50, m_HeadCollider);
}
[Link]([Link] + 0x50, m_HeadCollider);
}
}
}
```
CÁC IDOLS ĐỪNG THÊM CODE FREE VÀO PANEL RỒI ĐI BÁN NỮA NHOOO :tsm_love:
đã bị rò rỉ